FPS doesn't change linearly with added scene complexity. How low does your FPS drop when you call the print_fps function two or more times?

__________In theory, there is no difference between theory and practice. But, in practice, there is - Jan L.A. van de SnepscheutMMORPG's...Many Men Online Role Playing Girls - Radagar"Is Java REALLY slower? Does STL really bloat your exes? Find out with your friendly host, HoHo, and his benchmarking machine!" - Jakub Wasilewski

void setup(){// Sets up the devices needed
Setup::SetupProgram(true, false, true);// Sets up the screen dimensions
Setup::SetupScreen(480,320,WINDOWED);set_window_title("Project - Metroid Version 0.1");// Set up the delta time routines with the default fps of 100.0 //
FpsCounter::Start(100.0);}

I have an AMD Dual core 64 bit. dose it have something to do with the fps. I had some similar problem to what this person is having.edit:i would like to know what the amd could be at fault i notes that the the allegro cpu split dose not work as well on my cpu as it dose on a Intel single core of higher Mhz

I have a AMD Dual core 64 bit processor.And I had speed/ timing/framerate problems with my own games and with professional games.A few days ago I read an artickle about this it's a problem with timing (timestamps) and AMD Dual cores..

A few days ago I read an artickle about this it's a problem with timing (timestamps) and AMD Dual cores..

Actually it should be a problem with XP, not specifically with AMD (or Intel) dualcores.

__________In theory, there is no difference between theory and practice. But, in practice, there is - Jan L.A. van de SnepscheutMMORPG's...Many Men Online Role Playing Girls - Radagar"Is Java REALLY slower? Does STL really bloat your exes? Find out with your friendly host, HoHo, and his benchmarking machine!" - Jakub Wasilewski

With what HW and how many details? I wouldn't worry about speed bofore betatesting and when it is too slow with all the details. With empty gameworld any kind of benchmarking is meaningless

__________In theory, there is no difference between theory and practice. But, in practice, there is - Jan L.A. van de SnepscheutMMORPG's...Many Men Online Role Playing Girls - Radagar"Is Java REALLY slower? Does STL really bloat your exes? Find out with your friendly host, HoHo, and his benchmarking machine!" - Jakub Wasilewski

__________In theory, there is no difference between theory and practice. But, in practice, there is - Jan L.A. van de SnepscheutMMORPG's...Many Men Online Role Playing Girls - Radagar"Is Java REALLY slower? Does STL really bloat your exes? Find out with your friendly host, HoHo, and his benchmarking machine!" - Jakub Wasilewski

Yeah, use a reference (or a pointer) to a TextRenderer, otherwise it'll regenerate all the character images and reload them to the video memory every frame...

Quote:

I already do that in the setup function

I'd recommend starting the FpsCounter right before the game loop, or otherwise it'll think that the first frame takes a long time to render and adjusts itself accordingly... Which means that you'll get a hiccup at the start of the game if you use the delta time.